majaczek said:Changes to war machines script and war machines plugins - now it uses different variables so it should not spoil variable memory, also almost all checks for artifact numbers are done outside of ERM - they are in plugin and uses Hero pointer -> artifact slot instead of checking in loop ffor checking if each artifact is present - it should work in very short delays of time. perhaps there will be more war machines (in plans: cannon, Poison tent, Inflamation tent)

Khadras please check if new version works for you

Yes! Finally it works! It is very important that your mods works for me, because i made my list of mods compatible with your mods and now i depend of your mods to play the game.
Thank you!

Majaczek, in your last couple of version, there is a frozen time in battle. Units froze and i must to wait until one minute for next unit move. It is no matter if it is my unit or AI unit. All your last versions have this issue. I set for auto combat because it is annoying to wait 30 minutes for a battle. I think i told you in the past about this.

majaczek said:Changes to war machines script and war machines plugins - now it uses different variables so it should not spoil variable memory, also almost all checks for artifact numbers are done outside of ERM - they are in plugin and uses Hero pointer -> artifact slot instead of checking in loop ffor checking if each artifact is present - it should work in very short delays of time. perhaps there will be more war machines (in plans: cannon, Poison tent, Inflamation tent)

Khadras please check if new version works for you

Yes! Finally it works! It is very important that your mods works for me, because i made my list of mods compatible with your mods and now i depend of your mods to play the game.
Thank you!

Majaczek, in your last couple of version, there is a frozen time in battle. Units froze and i must to wait until one minute for next unit move. It is no matter if it is my unit or AI unit. All your last versions have this issue. I set for auto combat because it is annoying to wait 30 minutes for a battle. I think i told you in the past about this.

yes I know. this is a script with too many loops, and AI doing cancel or wait action makes it even worse. thanks for making me remember, I perhaps would fix it.

I also see weird messages from castle upgrading script. I can not upgrade any dwelling in castle to produce more creatures. It is not happened in the near past.

Now i disabled your castle upgrading.ert wandering in wog plus.

the weird mesage is from information about changes from older version of script, so your translated ert ile doesn't work. you need one from me or one translated from SU-Patch. it allows buying the things but rules changed.

PS: i may have similair problem with another plugin like with machines so it may be memory corruption.
NOTE: erm is not ert.

majaczek said:
the weird mesage is from information about changes from older version of script, so your translated ert ile doesn't work. you need one from me or one translated from SU-Patch. it allows buying the things but rules changed.

PS: i may have similair problem with another plugin like with machines so it may be memory corruption.
NOTE: erm is not ert.

I know the difference between erm and ert. But WogPlus has castle upgrading ert that normally should be in the directory where castle upgrading.erm is. In my games 2 ert (the same names) was active, but one 33 wog - castle upgrading.ert is in directory with 33 wog - castle upgrading.erm below (in list of active mods) WogPlus where is locating the single 33 wog - castle upgrading.ert. Thats why i call it "wandering" because I expected to find him near castle upgrading.erm.

So, what should i do? What i missed? What i need? Because i don't understand what you told me above,

majaczek said:
the weird mesage is from information about changes from older version of script, so your translated ert ile doesn't work. you need one from me or one translated from SU-Patch. it allows buying the things but rules changed.

PS: i may have similair problem with another plugin like with machines so it may be memory corruption.
NOTE: erm is not ert.

I know the difference between erm and ert. But WogPlus has castle upgrading ert that normally should be in the directory where castle upgrading.erm is. In my games 2 ert (the same names) was active, but one 33 wog - castle upgrading.ert is in directory with 33 wog - castle upgrading.erm below (in list of active mods) WogPlus where is locating the single 33 wog - castle upgrading.ert. Thats why i call it "wandering" because I expected to find him near castle upgrading.erm.

So, what should i do? What i missed? What i need? Because i don't understand what you told me above,

okay sorry, the file is broken, I'll fix it

EDIT: should be fixed now

PS: I have problem with switching spells between friendly and offensive at same creature, so currently a few new casters doesn't work as they should.

Yes, it is about Call to Arms. Bers Call to Arms it was the best version of it. I see other version of call to arms that put creatures on first slot and if you have another slot with the same version of the creature it not put it over, but on the first slot, and if first slot is filled with another creatures, it not recall that creatures. In bers version it is not so. It is like it must be, perfect! So, please, let Call to arms like it is in bers pack to work perfect.

I see a script (Dwarfs Bank) where you can let into the Dwarven Treasury some money and you can recover them after a period of time with interest, when you want, but the Dwarven Treasury must not be broken by any player otherwise you loose the money. Can you make it to work without conflict with your mods?

please check for me if call2arms works well with neutral towns.
try to recruit something in neutral town using call to arms while beeing inside Dragon Peaks or Divine Library. if you get rampart/tower creatures, I may disable it working in neutral towns. also there probably should be possible a tax for using call to arms... 10% gold perhaps? or maybe not

majaczek said:please check for me if call2arms works well with neutral towns.
try to recruit something in neutral town using call to arms while beeing inside Dragon Peaks or Divine Library. if you get rampart/tower creatures, I may disable it working in neutral towns. also there probably should be possible a tax for using call to arms... 10% gold perhaps? or maybe not

But where is your modification for call to arms? I downloaded your mod now and i do not see any changes to bers pack?

Yes, it should be a tax. Probably 20%. 10% is to small, because when you have a lot of them it would be costing a lot to send some heroes to collect all the dwelling creatures.

majaczek said:please check for me if call2arms works well with neutral towns.
try to recruit something in neutral town using call to arms while beeing inside Dragon Peaks or Divine Library. if you get rampart/tower creatures, I may disable it working in neutral towns. also there probably should be possible a tax for using call to arms... 10% gold perhaps? or maybe not

But where is your modification for call to arms? I downloaded your mod now and i do not see any changes to bers pack?

Yes, it should be a tax. Probably 20%. 10% is to small, because when you have a lot of them it would be costing a lot to send some heroes to collect all the dwelling creatures.

What is your opinion about Command Points script?

Command Points? Nope it will make even more "commander + hero + zero" tactics. about a tax... it would be perhaps 22%. still waiting for your tests about Neutral Towns... please make a game with only Ramparts and Dragon Peaks and try to use call to arms inside dragon peaks. the modified bers pack is inside Amethyst Upgrades as there were before the disabler. also please check if there are problems with neutral towns and random maps.

Thanks for your efffort. Planned release of full Knightmare kingdoms is February .

Khadras said:The bers pack erm inside Amethyst is empty. There is another erm inside Amethyst that have Call to Arms code?

I will test what you ask me in this day and tomorrow. But Dragon Peak town appear very rare in maps. I hope i will find one until end of the game.

I am very happy to hear you releasing Knightmare Kingdom. It is a good thing to have all your mods into one.

nope it is synchronization fault, I'll upload it soon.

EDIT: probably fixed.
Do you know any objects that can be replaced with Neutral Towns?
currently script replaces only random towns, and has two modes: randomizing each town one by one, or separate number per town type. don't forget to select number of towns... (if you check "none" on first dialog you get two next ones with separate numbers for dragon Peaks and sepaate Divine Library)

default template uses most often 17 towns at all and player starting towns aren't converted, so if you play on 8 players it's max 9 Neutral Towns.

PS: Commented out code for placing the towns on empty space, because it was buggy and might create crashes.

Hi! I start to play a map with rampart town, and when my hero meet an enemy undead hero that has living creatures and i have rampart creatures, when enemy commander cast death ripple to all living creatures on battlefield the game crash with this error:

Khadras said:Hi! I start to play a map with rampart town, and when my hero meet an enemy undead hero that has living creatures and i have rampart creatures, when enemy commander cast death ripple to all living creatures on battlefield the game crash with this error:

Khadras said:New Skirmish menu not function in my side. It appears just a window and i can not do anything just click on the spell book. So, what is the idea of skirmish anyway?

You need to have skirmish.era on. It asks for skirmish using DLL-based dialog and saves entered value to z999. The "welcome screen" just makes sure it works, then z999 is used to every quicksave. So if you have a match or campaign you can set skirmish name and just autosave/quicksave and savename would begin with skirmish name. It is just a hack because !?DL dialogs' editbox can't be rread to z variable. It's however not working well on game restart. It works well if you exit game and start new one (probably). You should have quicksavings checked in.